MrRumbleRoses wrote:it would be cool if there was like a mod addon or patch or something that makes this work with the WolfenDoom mods
I don't sure 'bout older ones, 'cause they are from "DeHacked Era" (if I remember correctly).
But there is "ZDoom Edition" of almost all "WolfenDoom" mission packs.
You can try them and see if they are compatible with "Samsara Re-Incarnation" mod.
that's kinda the same issue though. the SS Nazi's often are invisible and can't really do much. upon death there weapons don't count towards the ammo of your gun. the chandeliers are like solid objects when there normally not suppose to be. and that's only naming a few things
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Wed Feb 23, 2022 12:55 am
by Jeimuzu73
Minor suggestion, but can the scale of the text and images in the Compendium be made larger? Even in fullscreen it’s hard to read.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Mon Feb 28, 2022 7:21 am
by Linz
You probably got a few questions like this already, but have you guys considered adding Joanna Dark?
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Sun Mar 13, 2022 12:34 am
by FireSeraphim
So far I've been enjoying my time with this new incarnation of Samsara, especially trying out mapsets with certain character and monster combination. (Zaero.wad goes really nicely with Bitterman and Hellfire - Dreams kinda works for Caleb, although it's a bit difficult even on lower settings).
Not to say that you guys have been doing a great job but where's Tal-Set or Joshua Fireseed, the bearer of the mantle of Turok? If there's anyone I feel is a worthy Samsara candidate, it would have to be Turok himself. Infact I think I have a few ideas for Tal-set's weapon slots, with Joshua Fireseed being a shadow fighter of sorts (like what you guys been doing with Gordon Freeman and Cpl. Adrian Shepard or vanilla Duke Nukem and his Life's a Beach version).
Allow me to elaborate, even if some of these don't really need too much explanation. The big thing that makes both Turok iconic is their arsenal, some of the most inventive weaponry in all of classic FPSdom come from these games what's there's not to like about playing as a dimension hopping native american with an inventive kick-ass arsenal that comes with alternate ammotypes and I believe Turok 1 was one of the first games to do alternate ammo type for their guns, it also brought us the infamous Cerebral Bore, a gun that fires a drone that targets foes heads and starts digging into their brain matter, leading to a cruel and gruesome death for the unfortunate sucker targeted by it and that's just one example of Turok's inventive arsenal.
Slot 0 - Tek Bows for both of them (The Bows would be their chainsaw equivalent)
Slot 1 - Knife for Tal-Set/Warblade for Joshua Fireseed (The Knife/Warblade would be their fist equivalent), Pistols for both of them (the Pistols in classic Turok were kinda strong in comparison to other classic fps)
Slot 2 - Auto Shotgun for Tal-Set/Shredder for Joshua Fireseed (My pick for their shotgun analogues, mostly to help them stand out a bit more in comparison to the rest of Samsara's cast, by just choosing these shotgun right away it frees up the SSG slot for the their true respective workhorse weapons from their original games) Assault Rifle for Tal-Set/ MAG60 for Joshua Fireseed (in Turok 1 and 2, both the Assault Rifle and the MAG60 are kinda the workhorse weapons of their respective games and frequently whipped out against medium tier foes. Hence why I chose them for the SGG Slot)
Slot 3 - Minigun for Tal-Set/ Firestorm Cannon for Joshua Fireseed (do I really need to explain my choice for the chaingun slot?, the Minigun and the Firestorm cannon both have some of the most satisfying dakka in all of classic FPSdom)
Slot 4 - Grenade Launcher for Tal-Set/ Scopion Launcher for Joshua Fireseed (this is where the differences really begin to show. I chose to give them different explosive weapons to make both of them more unique. It's not different to what the devteam did for Freeman and Shepard and their different rocket launcher analogues. In this case I chose the Grenade Launcher from Turok 1 for Tal-Set because it's actually the better explosive weapons in it's original game whereas Turok 2 nerfed the Grenade Launcher and made the Scorpion Launcher it's MVP when it comes to explosive weapons)
Slot 5 - Pulse Rifle for Tal-Set/Plasma Rifle for Joshua Fireseed (This is another demonstration of how their differ in terms of gameplay despite Joshua being a shadow fighter for Tal-Set, especially in their primary energy weapons, Tal-Set's pulse is more akin to doomguy's plasma rifle whereas Joshua's Plasma Rifle packs a powerful punch and is a great ranged weapon, especially with it's ability to snipe foes from a distance with a powerful plasma shot)
Slot 6 - Fusion Cannon for Tal-Set/Nuke for Joshua Fireseed (and now for my choices of BFGs for both of them, Turok 1 is interesting in having two BFG tier weapons but I've decided on the Fusion Cannon for Tal-Set to keep the play-feel between Tal-Set and Joshua different from each other, the Nuke is one hell of a BFG tier weapon though!)
Unique - Particle Accelerator for Tal-Set/Cerebral Bore for Joshua Fireseed (this is one of the more difficult of the two set of weapons to recreate in both Zandronum and GZDoom since the Particle Accelerator doesn't work exactly like an ice weapon at all and I recall one person actually attempted to recreate the Cerbral Bore in Skulltag back in the day and literally couldn't do it. I would be impressed if anyone succeeds in recreating the latter of the two suggested weapons)
Alt. Unique - Alien Weapon for Tal-Set/Charge Dart Rifle for Joshua Fireseed (I just think the Charge Dart Rifle is neat, especially when you use it to stun enemies for a bit so you can then swap over to another weapon to finish them off. Also the Alien Weapon is a great mid to late tier energy weapon.)
Punchdrunk - Mortal Wound for Tal-Set (Knife damage buff + Perm. Max Health increase to 120) /Razorwind for Joshua Fireseed (I kinda wrote myself into a corner here. Tal-Set really doesn't have access to any other melee weapons in Turok 1, As for the Razorwind I think it makes a great punchdrunk weapon candidate because it's a satanic hybrid between a boomerang, and a chakram and I still find myself wondering why no other FPS has had a weapon even remotely like the Razorwind)
I hope you'll consider this, my suggestions here for Tal-Set and Joshua Fireseed is kind of a rough draft here.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Mon Mar 14, 2022 7:14 pm
by Sgt. Ham
Just a small request: since ammo types 1 + 2 are merged while playing as James Bond, could Slot 2 ammo boxes give the same value as Slot 1 boxes? I was playing through Requiem before my computer broke and having to rely on dual Walthers 90% of the time was really killing me.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Wed Mar 30, 2022 6:55 pm
by SyntherAugustus
So I found a hilarious exploit with Duke by accident.
If you kill a monster with the expander when it's close to other monsters, it will make their victims expand instead of just gibbing them. This can chain react all across the map. For a good laugh, load up nuts.wad and kill a few imps with the expander. That one imp death will lay waste to the whole map in minutes.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Sat Apr 02, 2022 1:01 pm
by Geonightman
I've been mulling around an idea for a Duke Nukem 64 Variant to Duke Nukem. I don't know ACS like at all, so the best I could do is be an ideas guy, but here ya go.
Spoiler:
Weapons
-
M - Mighty Boot [Silent]
P - M1911 Pistol
*1 - Laser Tripwire (Ammo 3) (Uses 5 Ammo Per Tripwire)
2 - SPAS Shotgun (Ammo 2) [No Ghost)
3 - Grenade Launcher (Ammo 3)
4 - Dual SMGs (Ammo 1) [No Ghost]
5 - Missile Launcher (Ammo 3)
6 - Incinerator (Ammo 4)
7 - Plasma Cannon (Ammo 4) (Uses 1-33 Ammo based on charge amount)
U - Shinker
U - Expander
Ammo Stats:
Ammo 1 - Max 400
Ammo 2 - Max 50
Ammo 3 - Max 50
Ammo 4 - Max 99
Berserk - Alternate Ammo! or Shrinker! or Expander!:
If Alternate Ammo is picked, will grant full ammo to all of the following:
Dum-Dum Rounds - 12x Damage on Pistol (36 Shots)
Explosive Rounds - Shotgun impact is replaced with small explosions (20 Shots)
Heat-Seeking Missiles - Missiles now home-in on enemies (25 Shots)
**Rubber Bullets - Rather than explode - grenades deal damage, stun, and bounce chaotically on contact (8 Shots)
**Gas Grenades - Rather than explode - when grenades come to rest they release a damaging gas in a AOE (8 Shots)
* If this isn't feasible in Doom's engine, Pipebombs should be his Weapon 1 like the D3D version, but they should only allow 5 out at once like D64.
**These Alt. Ammos were not in the finished D64, however their existence and effects are known through both files in the game and interviews with dev Nicky Dry.
Notes:
-While Berserk Packs grant full alternate ammo, it can also be very rarely be picked up instead of normal ammo when collecting ammo drops or backpacks.
-The Mighty Boot, M1911 Pistol, SPAS Shotgun, Shrinker, and Expander would function identical to D3D Duke's Boot, Pistol, Shotgun, Shrinker, and Expande - beyond sprite differences.
-Duke would not be able to quick-kick.
-The Dual SMGs would be functionally identical to the ripper except it has twice the ammo capacity to make up for it being much more inaccurate, as the shots do not aim for the center of the screen but offset slighty to either side.
-Grenade Launcher grenades explode on contact or 3-seconds after firing; they bounce off walls and roll during that time.
-The non-Seeking Missile Launcher unctions similarly to D3D's RPG, but fires slower.
-The Incinerator was not in D64 but was added in World Tour. It was based off a scrapped weapon, the Flamethrower, in the Duke Beta. It fires a short range flame attack where the shots arc downward. Upon hitting a surface they turn into a pool of lava. There is no limit to the number of pools out, but they only last 10 seconds. If an enemy (or Duke) is hit by the projectile or lava, they take constant damage for 5 seconds - visually they are tinted red and have flames on them. Enemies wander aimlessly when on fire.
-Plasma Cannon has a unique death animation showing sparkles of light as they fade away, similar to the Zorchers or Mauler unique death animations.
-Alternate ammo would toggled on/off by alt-firing. The Pistol and Shotgun would play their reload animation during this toggle. The GL and ML would be lowered, then re-raised playing their reload sound. An on-screen message would say what mode you're in when you toggle.
This version of Duke has much more weapon versatility in the form of his Alternate Ammo types, and incredible damage from his Dum-Dum rounds and Plasma Cannon, however he dosn't have access to his Jetpack nor Quick-Kick.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Sun Apr 24, 2022 3:37 pm
by Bruklenuts
have you guys considered adding a NAM class for this? i love NAM and would like the class to be playable in here.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Tue May 24, 2022 2:28 am
by EddieMann
3D models wouldn't load and strifeguy monster replacements are spongy as hell on higher difficulties. All of this on LZDoom and I'm not sure why.
Re: Samsara Reincarnation/ReMixer 1.0
Posted: Wed May 25, 2022 8:43 pm
by Geonightman
Thought I'd let you all know this has a slight flaw with Strife and Strife VE with anyone other than Strifeguy
Defeating the bosses does grant you the piece of Sigil you would have expected as a use item (much like the WAD intends), however the level flags check for the weapon; NOT the item.
You can play normally until you defeat the Programmer. From that point on, leaving the Castle will always warp you back to the fight between The Front and The Order.
There is an easy work-around for this until this is fixed: Use the 'lego' cheat to give yourself a piece of the actual Sigil after every point you would have received one normally. This will put it in your inventory in an unselectable slot and will properly set the flag.
- Every class now has the damage values of their weapons listed in the Compendium
- There is now a section in the Compendium that explains what each setting in the mod does
- The fullscreen hud now has more colors and tracks much more information like item cooldown timers, more ammo types, Leonard's alcohol and gut meters, and stats and leveling information
- The fullscreen hud can now properly show ammo values over 999
- The status bar hud also tracks certain information more properly
- Health icon on the fullscreen hud becomes red when the player has berserk
- Armor icon on the fullscreen hud becomes whatever color armor picked up. The icon is always green when it comes to armor bonuses, and white when it comes to special types of armor
- New bloody hell settings: Bolognese gibs ported from Sgt. Mark IV's Bolognese mod, as well as a setting for comic book effects
- Non-violent projectiles can now use non-violent bloody hell effects
- Miscellaneous character spawning now works completely differently, they will spawn anywhere near enemies instead of being spawned on top of health and armor bonuses
- Miscellaneous character spawn frequency option is now adjusted by presets instead of a slider
- Miscellaneous characters no longer spawn in competitive gamemodes
- You can now choose which Miscellaneous characters get spawned, similar to the way monster sets are selected in ReMixer, you can also of course set it to Class-Based and it will operate like it did before
- Classes that gain experience now have their experience gain multiplied by +1 for every 4 players (2x for 4 players, 3x for 8 players, and so on)
- There are now settings to tweak the maximum amount of ammo you can carry, this is scaled proportionally for classes that have unorthodox ammo systems
- Hybrid pickup mode is now the default instead of old-style
- Added an option to use the legacy fullscreen hud for all classes
- Changed the option "Slot 1 Uses Ammo" to "Pistol Uses Ammo"
- Changed the Samsara Item Replacer options to better reflect Samsara's system
- Classes with Ally Cellphones no longer show the counter in competitive gamemodes
- Strifeguy's grenade launcher, Freeman's RPG, and Freeman's snarks now work with the spread rune
- The LMS system has been overhauled; most classes that get items or weapons with their Slot VIIs now have them if they start with them. Other classes with alternate ammo such as Ranger now get them in LMS
- Several attack effects now ignore time freeze
- When using Christmas Mode and Pinata Party at the same time, enemies drop gifts that can be opened by walking over them and drop items, bigger enemies drop bigger presents
General Bugfixes:
- Fixed a bug with the programmer keep/new front base because the sigil weapon isn't given to the player
- Fixed a bug where any armor starting with M would play Marathon hit sounds
- Fixed a couple of the quit messages having the wrong color formatting
- Fixed some characters not getting their weapons and items from the ammo expansion pack when the "Start with Backpack" setting is activated
- Classes with Ally Phones no longer have them carried over in Pistol Start Mode
- Compendium clouds should now properly disappear when closing online
- Fixed unique equipment not spawning via ACS in custom maps
- Fixed the weapon cheats not maxing out the ammo capacity for non-Doom IWADs
- Fixed 10 Health pickup not playing a sound with health cap disabled
- Unique giving in Strife should be fixed. Characters with more than one unique also now have them randomly given for accuracy upgrades, and much like Ranger's laser cannon, permanent weapons have maxed ammo on subsequent upgrades
- In Strife, all accuracy (uniques) and stamina upgrades should now be given throughout a playthrough
- The armor mode setting now works with Strife, Heretic, Hexen and Chex Quest
- Fixed Strife beacon replacement and Hexen dark servant replacement spawn handling
- Fixed ammo giving for Strife acolyte's ammo drop
- Fixed some potential conflicts with maps with custom weapons
- Fixed progression being blocked in some custom Hexen maps due to ArtiTeleport and ArtiteleportOther items not being able to be picked up by anyone other than Corvus and the Hexen classes
- Normal equipment pickup messages should be more accurate to original games
- GZDoom parity: Lost souls now have normal render style, boss brain's radius is 16, and Doom's explosive barrel deaths are now timed accordingly
- Doom and Strife explosive barrels and Heretic's pods now use the Explosive damage type
- Players should now have their proper death, falling, and puzzfail sounds in Heretic and Hexen
- Fixed potential sprite conflicts with Corvus' burn state and bloody skull
Doomguy:
- Fixed the BFG9000's flash state getting called later than intended
- Doomguy's weapons are now all properly removed in Pistol Start mode, including his Skulltag weapons and the Unmaker
- Fixed Doomguy's smooth fist firing 1 tic faster than it should have
- Fixed Doomguy's smooth Shotgun and SSG's firing speed being inconsistent with vanilla
- Fixed Doomguy's vanilla pistol not taking ammo when "Pistol Uses Ammo" is turned on
- Fixed Doomguy's vanilla pistol and shotgun jumping to the wrong animation in co-op
- Doomguy's chaingun should now go through allies in coop
- Replaced Doomguy's pistol pickup sprite with the updated GZDoom one
- Doom64Guy now has improved sprites and smoother animations when improved doom balance is turned on
- Doom 64 Pistol and Chaingun are buffed in smooth mode
- Doom 64 Plasma Rifle has a faster rate of fire in smooth mode but a cooldown when you stop firing
- Doom 64 Chainsaw was nerfed
- Doom 64 Berserked fist does less damage
- Fixed Doom64Guy's Unmaker artifacts not being given
- Fixed Doom64Guy's soundclass not being loaded
ChexWarrior:
- Fixed the phasing zorcher's damage formula
- Players can no longer walk through ChexWarrior in competitive gamemodes
B.J. Blazkowicz:
- Lost B.J.'s pistol now uses the proper sprite for it's first firing frame
- B.J. and his alt classes now properly go to the spawn state after attacking
- Totenkopf B.J. now has single weapons shown in the weapon bar when they're equipped and not being dual-wielded
- Classic/Lost B.J.'s extra lives are now integrated into the HUDs as counters instead of inventory items
- Extra lives now activate at 1 HP instead of 19
- Totenkopf B.J.'s pistols now have the "shooting switches hitscan", and the dual pistols now time their ammo taking correctly
- Totenkopf duals/modes can now also be toggled with alt attack
Hexen Classes:
- Fixed the Flechette cooldown not being reset on level change
- Fixed some items being carried over to the next level in Pistol Start Mode
- Fixed some Hexen weapons not going through allies
- Fixed the serpent staff not taking ammo on drain
- Baratus's slot 6 ranged attack now does 40% less damage
- Baratus and Daedolon now have their sounds in GZDoom
- Daedolon's burn sprite should now take translations into account
Duke Nukem:
- Duke's weapons now properly take ammo while using the mighty boot
- Duke's pipe bombs no longer cause duke to create a light on deselected
- Duke's pipe bombs are now shown being held when charging throw power
- Duke's riot shotgun now has proper Bright and A_Light timing
- Duke's explosive shotgun no longer fires too early
- Duke's jetpack and night vision timers are now always shown
- Added Duke items to inventory fill script
Security Officer:
- Reload sound and ammo timing adjusted
- "Quick Reload" when selecting the KKV-7 and MA-75B has been patched
- WSTE-M5 combat shotguns now show how many bullets are loaded on the hud
- The MA-75B now auto reloads when out of ammo, like every other Marathon weapon that reloads. The primary fire can also be used while the secondary is reloading
- The MA-75B and Marathon 2/Infinity alien weapon can no longer be switched out of while firing
- The MA-75B should no longer lock up in netplay
- The MA-75B's secondary fire is now affected by DoubleFiringSpeed
- The MA-75B's secondary fire now pushes the player back with a force of 3. This was present in earlier iterations of Samsara, but was mysteriously removed
- The Marathon 2/Infinity alien weapon is now affected by DoubleFiringSpeed
- Security Officer's infrared replacement now uses BlueMap
Ranger:
- Fixed Ranger's multi-rockets being fired 1 tic faster than they should have
- Fixed Ranger potentially getting infinite amounts of ammo 2
- Fixed the pentagram cooldown not being reset on level change
- Fixed thunderbolt looping it's sound when deselected
- Fixed thunderbolt beam not appearing when shooting at the sky
- Fixed cluster grenades spawning infinitely under doors
- Fixed Quake explosion particles amount not taking effect in GZDoom, also added it to the menu and Compendium
- Ranger's thunderbolt (lightning mode) now ignores time freeze
- Ranger's thunderbolt (plasma mode) now takes the correct ammo into account when discharging. Mjolnir also takes no ammo on discharge, since it doesn't use ammo anyway
- Ranger's thunderbolt (plasma mode) no longer takes 1 cell (meant for lightning mode) from the player. It also now alerts monsters without invisibility
- Ranger's armor now shows as 666 on the fullscreen hud while invulnerable
- Ranger's quad damage recharge now has a visible timer
Rise of The Triad Classes:
- Traps from Rise of The Triad can now spawn as miscellaneous characters, they damage the player, some of them can move, but ideally they should never block map progress
- Slowed Excalibat thrust rate, also gave it an angling closer to ROTT
- Fixed the Bazooka and the Heatseeker being swapped on the KEYCONF
- Rise of the Triad HUD was made more consistent
- ROTT alt classes now play their proper pain and death sounds in Zandronum
- Fixed a ROTT female taunt not playing
Blake Stone:
- Fixed Blake's overcharged ACP firing faster in coop and not dealing more damage
- Fixed sprite conflicts with Blake's plasma discharge unit and Hexen's blue candle
Caleb:
- Fixed Blood Miscellaneous actors having ZDoom decals in addition to Blood decals
- Caleb's guns akimbo timer is now shown on the fullscreen hud
- Caleb's Life Leech turret is now marked for death once the player dies, after 5 seconds they get destroyed automatically
- Caleb can now flirt with Duke Nukem 3D strippers
- Caleb now starts holding his Revolver instead of his Pitchfork
Strifeguy:
- The Sigil has been nerfed so that the second to fourth firing mode doesn't outclass the fifth one
- Strifeguy's stamina and accuracy stats are now shown on the fullscreen hud
- Strifeguy's gas grenade count is now shown on the fullscreen hud
- Strifeguy no longer gets stamina upgrades from accuracy training in Strife, stamina training should also now give him the proper stamina stuff
- Added standing assault gun sprite for Strifeguy
- Strifeguy's shadow armor now uses the cumulative shadow powerup again, as per Strife
- Fixed Strifeguy's starting upgrades option continuing to give him the upgrades after each level
Eleena:
- Death ball now does damage roughly proportional to it's targets health
- The sonic shock bullet puffs no longer have the ugly white gldef lights
Space Seal:
- Fixed a couple weapon pickup messages
- Removed redundant instant switch on Ready states
- Fixed mines not spawning in non-Doom/Chex liquids
- Alien Disintegrator attack should no longer make itself obvious that it is a projectile
- Mine display now goes up to three numbers on the HUD
LDF Commando:
- The ACR Add-on has been tweaked in competitive gamemodes
- RMR Astro dudes no longer attack enemies without being able to see a player first
Kyle Katarn:
- Kyle Katarn no longer gets his shield in competitive multiplayer modes
- Kyle Katarn's weapon supercharge timer is now shown on the fullscreen hud
In Pursuit of Greed:
- Random Item Generators will no longer give grenades. In its place is a chance to get 10 medtubes. (potions, basically)
- Fixed IPOG alt fire without grenades alerting enemies
- Flamethrower and Plasma Shotgun traded slots
- Plasma Shotgun is de-nerfed for DM
- Flamethrower uses Clip ammo and deals 15 damage per shot
- Time Bombs and Proximity mines spit more fire when they explode
- Proximity mines can be shot, where they will explode (mostly) harmlessly
- All IPOG explosives deal significantly less damage and can harm the user
- IPOG Grenade bullets have a random chance of gibbing enemies (they would be basically incapable of doing so the normal way)
- Fixed the IPOG Rocket Launcher not allowing players to hold down alt-fire like other weapons
- IPOG's HUD can now show four digits for health, armor, and ammo
- IPOG alt classes now properly play their pain and death sounds in Zandronum
Jack Curtis:
- Jack is now called JackCurtis in player menu
- Alternate ammo 1 now shows over the normal ammo 1 instead of ammo 4
- Added new secret and taunt sounds for Jack
- Changed the explosion scale of Jack's slot 6. Looked unimpactful and was not source accurate
- Changed easiest Disruptor difficulty to "Training Mode"
- Fixed Jack's drain hurting allies
- Fixed Jack's lock-on cannon taking ammo 3 with the alt mode
Grondoval:
- Grondoval has been given a huge overhaul, he can now gain experience and level up like in his source game, gaining levels every 10,000 points and getting an additional 20 health each level up to a maximum of 6 levels
- Grondoval now always starts with the Spellbook and unlocks new spells by leveling up
- Grondoval's Scare spell triggers a jumpscare for nearby players in DM, blocking the screen for a few seconds
- Some of Grondoval's later spells have been nerfed slightly
- Grondoval's fists have been replaced with the dagger from Witchaven, the slash deals a rapid succession of two weak swipes, while the stab is stronger but slower, the dagger can also use the shield
- Grondoval also now has the flight spell from Witchaven which is disabled when jetpacks are banned
- Grondoval now has more potions from the original and can carry 10 of each
- Grondoval's Pike Axe has been moved back to Slot 7, does more damage and throws 3 axes like in the original, the axes also seek enemies except in competitive gamemodes
- Grondoval's Slot 2 is now the Shortsword and his shield has been moved to Slot 1
- Grondoval is now given less ammo from picking up the Fire Mace and the Pike Axe
- Grondoval's spellbook now shows ammo on the fullscreen hud depending on what spell is being used
- Grondoval's weapon pickup sprites now rotate
- Fixed Grondoval having his weapons carried over with the Pistol Start option
- Fixed Grondoval not being affected by headshots
Half-Life classes:
- Freeman now has his Long Jump Module as a unique, it allows him to jump over long distances by pressing jump twice
- Adrian now has his Barnacle weapon as a unique, it allows him to pull small enemies towards him or grapple himself towards regular and large enemies to deal damage
- Barnacle and Longjump are both banned by the "Ban Jetpack" cvar
- Freeman's Hornet Gun hornets now travel slower in deathmatch
- The E.G.O.N gun now deals less damage in competitive gamemodes
- Freeman's RPG blast radius has been decreased considerably
- Fixed the Half-Life classes not responding properly to the Pistol Start option
Lo Wang:
- Shadow Warrior miscellaneous characters have been added such as rabbits which can procreate, old ladies, and anime women, the latter two can even have different interactions depending on what class you're playing as.
- Lo Wang now starts holding his Shurikens instead of his Katana
- Fixed the Riotgun and the Grenade Launcher being swapped on the weapon bar
- Lo Wang's ripper's heart should no longer be usable when out of ammo
- Lo Wang has been given more fortunes with some being from the prototype along with a couple extras
- Duke Nukem 3D strippers no longer open for Lo Wang
Cybermage:
- Fixed CyberMage's magical fist not switching quickly when using magic
- Cybermage's magical fist now shows ammo depending on what mode is being used
- The Cybermage Null projectile will no longer alert enemies so that Strife is playable as him
Jon:
- The Sacred Manacle now has a new alt fire based off the primary fire from the console version of Powerslave
- Some weapons shake a bit when using, like in PCExhumed
- Flamethrower balls have been lowered and no longer use additive renderstyle
- Jon's M60 ammo belt is lengthened and animated
- Mummy staff plays a crackle sound when switching
- Added recoil to Ring of Ra
- M60 and Pistol fires a little faster
- Considerably reduced the reload time of Jon's shotgun by about 40%
- Removed ugly white lights from Powerslave puffs
- Added the Anubis Warrior drummers as a misc character
- Added the Harem Dancers from the original as misc characters
- Renamed Anubis Mines to Amun Bombs
Leonard:
- Leonard's Chicken Crossbow has been nerfed heavily in competitive gamemodes
- Leonard's crossbow ammos can now be toggled with alt attack and pressing "2"
- Leonard's alcohol and gut meter is now tracked on the fullscreen hud
- The Hunting Rifle will now stay zoomed in after firing while looking through the scope
- Duke Nukem 3D strippers no longer open for Leonard
- Fixed sound conflicts with RR chickens and pigs
Bitterman:
- Bitterman's pistol no longer alerts enemies so that Strife is playable as him
- Added missing kill count on the fullscreen hud
- Inventory counter is now shown on the fullscreen hud
- Bitterman's fullscreen hud can now display 4 ammo digits
- Q2 ammo pickups now tell how much of what ammo is acquired
Demoness:
- Demoness's stats, experience, and level are now shown on the fullscreen hud
- Demoness should now have her proper holdable invisibility item instead of using the Hexen 1 characters' non-holdable item
James Bond:
- Health and armor are now always shown on the fullscreen hud for quick reference
- The damage indicator for Bond now appears if the status bar hud is being used
- Fixed the throwing knives ammo capacity being double of what it should be
- Fixed the divide by 0 error with Goldeneye knives
- Some items being snagged by Watch Magnet were blocked by monster lines. Not anymore
- Christmas gifts can be snagged by the Watch Magnet
Petton Everhail:
- Petton's spells now work like ordinary weapons and can be used with altfire and held down for a charged shot, while primary is the standard Magic Missile, alternatively you can choose a different mode where primary fire fires an uncharged version of the spell at a faster fire rate
- Petton now has a charge meter on his fullscreen hud
- Petton's Hourglass is now an invulnerability pickup
- Cell and BFG pickups no longer restore hourglass cooldown
- Petton's projectiles are now large again to help connect shots better
- Petton's Bolts now deal 40 damage per ball while uncharged and up to 2x when charged
- Petton's Atomic Firebomb uses 3 nukes instead of 4
- Petton's Atomic Firebomb now deals 900 damage per bomb while uncharged and up to 2x when charged, charging also increases its blast radius
- Petton's Atomic Firebomb now fires much slower, requiring about a second of charge up like the BFG, it also has a fancy new charge up sound
- Added missing kill count on the fullscreen hud
- Several enemies had their masses reduced so that they could be pulled by Adrian's new grappling barnacle
- The big armor drops in Pinata Party mode now respect the armor setting
- Removed Night Vision Visors and Environmental Protection Suits from being dropped in Pinata Party mode
- Removed the Skulltag rune drops in Pinata Party mode in order to maintain GZDoom compatibility
- Several enemy pickups now tell you how much health/ammo they gave you
Doom 64:
- Doom 64 shotgun guy slot 2 drop now uses the proper sprite
- Some Doom 64 enemies had their damage values tweaked
Vanilla Doom Randomizer:
- Added the Bloody Hell XDeath Effects to the Female Plasma Zombie
- The Afrit no longer makes a Bloody Hell death effect when dying
- Nerfed the Diabolist
- Serpents can now spawn in nukage, slime, sludge, etc
- Fixed a couple of obituaries
Chex Quest:
- Reduced health values for a couple of Chex enemies
- Fixed incorrect attack timing on Chex Flem Mine
Heretic:
- Reduced the Undead Knight's health value
- Fixed the Weredragon being invisible when frozen
- The Death Wyvern no longer has grey blood and has regular blood like the Reincarnation counterpart
- The Death Wyvern no longer has a huge zorch effect
Hexen:
- Changed health values and reset damage factors for Remixer Hexen enemies to not be so spongy
Wolfenstein 3D:
- Fixed the Fake Hitler Ghost and the Fire Drone bleeding when dying using the extra blood modes
- Fixed Super Otto dropping a Wolf3D key when he isn't supposed to
Totenkopf:
- Fixed the Totenkopf mutants calling for the wrong blood type, as well as disappearing when kicked by Duke
Duke Nukem 3D:
- Duke Overlord should no longer overwrite DTINV's Overlord
Marathon:
- Fixed the Marathon 2 Ticks hurting invulnerable players with their suicide bombs
- Fixed the Marathon Looker hurting invulnerable players with thier suicide attacks
- Burnable Marathon enemies updated to use extra burn sprite.
- Security Officer VWEP system added to ReMixer version.
Quake:
- Fixed the Spike Mine hurting invulnerable players
- Fixed Armagon having an extremely high mass
Blake Stone:
- Plasma Sphere had it's mass reduced
Rise of the Triad:
- Most of the robotic enemies now take more damage from normal attacks
Blood:
- Blood Choking Hand should no longer appear in player inventory with "Give all"
- Fixed certain Blood enemies not running away from the player when burnt
Strife:
- Cultists of the Order no longer infight with other enemies
- Fixed incorrect attack timing on Sentinels
- Fixed sprite conflicts with Acolytes and Hexen's clock hear puzzle items
Rebel Moon Rising:
- Estrons now have correctly colored blood effects when dying
- The Jump Commando no longer has scaling issues when dying
- Duke now uses the correct taunts for killing Estrons
Dark Forces:
- The Imperial Commander now drops the Slot IV if the enemy drop mode is set to "Doom-Style"
- Made the enemies for the Dark Forces set disappear when crushed, much like in the base game
In Pursuit of Greed:
- Fixed the Veek Warrior crashing Zandronum if burnt by Caleb
- Fixed the IPOG Shotgun drop using the wrong sprite
Disruptor:
- Most Disruptor enemies now produce Bloody Hell death effects
Witchaven:
- Gave most of the Witchaven enemies Bloody Hell death effects
Half-Life:
- The HECU robot's health was lowered to 350 to compensate for some situations where the player won't have any explosions to use
- Half-Life alien blood should no longer have any red
Shadow Warrior:
- Fixed the Guardian Head dropping itself upon death
Cybermage:
- Nerfed the aircar into the ground
- Fixed the Exceptional Wild Mung turning into its' regular form when growing back after shrinking
- Reduced the health of a few enemies
Powerslave:
- A few actors related to the Anubis Warrior were removed
Catacomb 3D:
- Fixed a couple of Catacomb monster obituaries not showing properly and some grammatical errors in them
- Fixed Bunnies not having their invulnerability flag removed properly
Re: Samsara Reincarnation/ReMixer 1.0b
Posted: Thu Jun 23, 2022 3:44 pm
by AvzinElkein
I noticed that 4 of the five difficulty levels for "Random" are named after stages of enlightenment. What's "Jani" then?
Re: Samsara Reincarnation/ReMixer 1.0b
Posted: Thu Jun 23, 2022 5:34 pm
by openroadracer
Dan Garner, 849, and the RtCW version of Blazkowicz?
I feel we might see "Serious Sam" Stone show up soon...
Re: Samsara Reincarnation/ReMixer 1.0b
Posted: Fri Jun 24, 2022 12:26 pm
by Sgt. Ham
Shiny Metagross wrote:
- Duke Nukem 3D strippers no longer open for Lo Wang
Kudos to the greatest patch note this year.
Re: Samsara Reincarnation/ReMixer 1.0b
Posted: Mon Jul 04, 2022 5:35 pm
by Rhiannon
Just saw this, my baby boy Kyle is all grown up and has a bunch of new friends, brings a tear to my eye...
Seriously though, this is quite an awesome compilation and update, great work! Funnily enough, I've had the Katarn itch semi-recently (even did another playthrough of Dark Forces not too long ago) but since I hadn't updated him in so long, I decided to start over from scratch and try to make a lil personal Dark Forces weapon pack while learning ZScript, but I've been off the horse for too long and programming really was never my thing, so it didn't get very far. Eager to play some more of this though and try out all the new characters since I last gave Samsara a go! Might even get some friends together for a co-op night.
If I could make just one request though, please add Ryan Cordell to the credits for his Dark Forces conversion mod! I used it as a base when creating the first versions of the Katarn addon, and given my knowledge of Doom modding at the time, I wouldn't have even gotten started without it. And if it's not too much trouble, could you update my name in the credits pretty please? Haven't gone by that old Riet name in a long long time.